Blood Oath Spear
+1 to hit
Pain Is Nothing To Me: Whenever you hit with this weapon, you can deal +1d10 damage to that enemy (champion: +2d10; epic: +4d10). If you do, you also take that extra damage.
Quirk: You feel an urge to do damage to your flesh: tattooing, ritual scarring, piercing, or darker things

Talents
Domain strength
Domain war
Domain trickery

SpellsSpirits of Righteous (Once per Battle)
Hit: 4d6 + Wisdom holy damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn.
Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.

Cure Wounds (Daily)
Effect: You or a nearby ally can heal using a free recovery.

Strength of the Gods (Daily) (3rd level)
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally deals +2d8 damage with melee attacks this battle.
Cast for broad effect: Choose up to three nearby creatures (including you); each target deals +1d8 damage with melee attacks this battle.

Feats

Adventurer Feat: Once per battle, you can deal extra damage to one target you hit with a melee attack as a free action. The damage bonus is a number of d4 equal to your Strength modifier or to your level, whichever is higher

Adventurer Feat: Javelin of Faith The spell also deals +1d6 damage against an undamaged target.

Adventure Feat: Domain of War: The attack no longer has to be a melee attack, close and ranged attacks work.
Racial power battle re roll take best once per battle.
Class features: Heal, 2 per battle, quick action to cast